Gnomebody Knows

Two Balls in Hand

Dominate the Fire Tosser

After travelling the under dark for almost four weeks we found the edge of a dark sea. As Tokando stealthily moves close to the edge he finds wreckage of many ships. As a boat pulls up he sees chained gnomish looking folks as well as dwarvish capturers.

AS the dwarfs disembark Lander calls upon fire from the depths and vaporizes two of the dwarfs. Ralk charges up as Tokando fires arrows into them.

As people disappear Ralk faces an invisible opponent. The master of the boat flies out into combat. A deadly illiad looking to feast on brains from poor Tarhun. After much combat the Ilthiad mind controlled Lander who cast fire bolts and attacked the party. He managed to shake the control after Tokando knocked Lander down.

Two enraged Duergar entered the frey but Ralk and Hanrak dispatched them into the murky waters.

A combined attacked finally brought down the mind sucking boss of the slave boats.

Items found on the ship:
hanrak searches in vain for magic but finds 950 GP worth of gems.

The gnomes give us direction to an outpost that leads to a larger portion of the Underdark but it is very treacherous but should lead out. They warn that ’He who controls the waters has returned."

Day 1: passes with no events.
Day 2: Sea has become noticeably choppy and is impeding our travel. The air is getting fetid. The crew is visibly shaken and keep muttering “He who controls”. Tarhun occasionally sees shapes under the water. Larger than Dragonborn and probably deadlier to smaller folk.

A still sea. No wind. The stillness is foreboding. Something is impeding our progress. To the OARS! Hanrak bellows. Tokando is sure that three separate shapes and closing in on the ship. Sharks are circling the boat and while we prepare Tokando and Lander fly off the boat and Hanrak asks for blessings upon Ralk, Tarhun and himself. So the combat begins!!

Two giant Sahuagin and six smaller Sahuagin. Tokando, Ralk and Tarhun attack but swings mightily against Ralk.

Tarhun gets drug into the seas while Hanrak and Ralk are delivering a beating on the larger Sahuagins. Beware! Something larger is coming to the surface.

As more large and small sahuagin die their master arrives. Stories tell of an aboleth that play with the minds of sailors.

The last of the large Sahuagin drops to the sword strikes of Tarhun.

A pitched battle occurred that drove the aboleth under the water. Tarhun charges under the boat to bring the fight to the aboleth as Ralk tries to heal Hanrak. Hanrank is affected by some ailment.

The aboleth charms Tarhun in order to get away. He tells Tarhun to convince the players that it is dead but that he knows where and what is in the lair.

Down we go. As we stand facing a dead giant we find statues of two dragons kneeling in deference to the long forgot conflict.

Travelling through the caverns we feel a warm breeze that pushes against cold. It welcomes us and beckons us forward. The caverns appears to have been undisturbed so perhaps our foes never knew of its existence. We explore forward but Tarhun’s now smells the faint and familiar smell of sulphur. The silence is overwhelming. I feel that we are the only living things here. Could the undead be near?

As we venture we enter a cavern with the smell. Centered in the room is an opening and the smell is stronger. My scales tingle as we venture forward.

Zilno is afraid that we are heading to Khyber. He feels it clawing at us. We all feels like we have crossed into something different. Eberron seems so far away now. We may have traveled to somewhere else.

We have no choice but to venture forth. Tarhun feels that we have finally found an entrance to Khyber. Just the first layer of Khyber. Eberron is truly far away. The stories have said that one entrance always returns but another whole often leads to a different part of Eberron. While we do not know where we go we know we must go forward.

The walls are too slick to secure to we must attach the rope down to the bottom. The dwarves are just too stubborn to allow a party member to carry them down. When we make it down the air hangs about us. It feels like I am home. All that is missing is the faint buzz of the mosquitoes and the hissing of the swamp snakes that we fed to the younglings.

As we go deeper we find creatures hatching as if I were viewing the yearly hatching of new dragonborn except these appear to be frogs like we used to hunt. My battle axe thirsts for battle. Something must be done.

Ralk charges into battle with a roar and Hanrak Blesses the party with a 1d4. The red devils charge into to bite and claw our party. With a glow of divine favor a thunderous wave pushes one away from Hanrak. The second slaad rushes in on Hanrak and attacks like a human child.

Ralk’s foes appears to be able to recover from our damage. We must find a better way to attack. With three attacks Ralk appears to only have been hit once. Their claws appear like needles piercing the skin. The battle rages on trading attack for attack but the beast appear to be healing from our attacks. Something must be done as I feel that Ralk has gone into a rage. As I am attacked the foul beast punctures my armor and I feel liquid entering my scales.

We have to find a way to damage these fiends. Ralk risking more attacks joins Hanrak and Tarhun in battle. Barely ducking a spiritual hammer sails over our heads and into this red devil.
After a pitched battle we defeated the Slaad after a heated battle. We need healing so we take a rest to recover.

We found 15 uncut stones worth an unknown value. Ralk remembers stories from his mother that the Slaad have a stone in their head that allows control of the foul creatures. Ralk stumbles upon four potions of some sort of healing and scroll tube with a first level spell (of our choice) and a larger potion of healing.

Tarhun cracks open the skulls of the Slaad and retrieve the spent gems and mounts them on his helm along the front in the form of an eye.

Feb 15, 2015
in room past Rust Monster
room with dust piles, attacked by filthy gnome covered in rust with poison dagger. he ran, but we killed him anyway.
research assistant from Kjrranberg. had a rapier/longsword
down stairs fought giant skeleton and Hanrak was knocked unconscious. Ralk revived him.
Tarhun stirred up an otyugh, but in its offal pit he found a bag of holding with sword, pickaxe, a vial (resist cold) and other adventuring gear in it.

We took a short rest.

Feb 26, 2015
Mordy faerie fired an invisible creature in the hall, the professor! he is afraid of the Man in Yellow and attempts to flee
ralk knocks him unconscious
attacked a creature that causes darkness.
some drow feral creatures with carapace armor try to take the prof, but we rage and devil sight and thunder waved and stopped them
Zilno has a journal on him about meeting the Man in Yellow, who changes appearance all the time. He was an indentured servant but could end that if he retrieved a large dragonshard from here in Darguun. Thinks it might be a Draconic Prophecy memory stone.
“in temple everything in ice, place came back to life!"

A blog for your campaign

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.